's ability to play 2 additional lands each turn. I saw potential in her, but most of the decks I've seen that use her have been blue/green or green/red and don't really utilize her ability to its maximum potential. I wanted an all-green solution that would be able to use her ability every turn. My first inspiration came when I looked at a friend’s deck that used Uktabi Wildcats

's can be sac'd to produce an extra (GG), very helpful to get those big creature out on the 4th or 5th turn (Wildcats can be played on turn 3 with optimal conditions).

After testing this awhile I realized that Azusa was really only good once assuming you had 2-3 lands in your hand and after that you were only playing 1 land a turn again. This brought me to the second part of this deck: card draw. Howling Mine

. This 3 casting cost card allows players to draw a card whenever they play a land. Your opponents like it because it gives them an extra card draw, but they don't really get the full force of it. With an Azusa and an Exploration

in play you are able to play 4 lands per turn... that also means drawing 4 cards, this help greatly to ensure you have lands to play.

Other support creatures I added were the Sakura-Tribe Scouts and the Budoka Gardner/Dokai, Weaver of Life. The scouts are a cheap creature that can help you get out that extra land early in the game. The Budoka is very nice as it only costs 1 more than the Scout but once flipped it can create an Uktabi Wildcat-like token every turn.

The creatures are the real star of this deck. Attacking with a 7/7 Wildcat on turn 4 is pretty sweet, and playing 3-5 lands per turn (or more) these guys get big really fast. I was really excited to find a land creature with trample in Molimo. With 10 or more lands in play these guys can turn the tide of any match. The other monster in this deck is the Allosaurus Rider

, which can be played for ´´free´´ by removing two green cards in your hand from the game. Once you get out your Azusa and Budoka you really don't need them anymore so you can remove them from the game to get the Rider out... or you can lose Exploration

and play an Allosaurus or Molimo now is a good time to do it. Other wise focus on getting more land helpers or card drawers.

Fourth turn - BY now you should be able to get out at least a Wildcat and possibly something bigger. If you can get out both a Wildcat and an Allosaurus by its ´´remove from game´´ cost, now is a great time to do that.